Conflicts:
code/game/machinery/Sleeper.dm
code/game/machinery/computer/aifixer.dm
code/modules/hydroponics/biogenerator.dm
code/modules/power/apc.dm
code/modules/research/server.dm
icons/obj/stationobjs.dmi
Yeah nah time to merge this shit behore resolving conflicts will take more than 2 hours
Weapons that do no damage play a tap sound, except for the bike horn and banhammer.
Adds a different attack message for forceless attacks. It says tapped or
patted on instead of attacked in.
Adds force zero check to armour before attempting to block attacks.
Adds hitsounds to the welder, lighter, matches, cigarettes, energy sword and energy axe for when they're on and off.
Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it. Adds a hitsound and the correct damage type to the lighter.
Adds hitsound volume scaling based on the weapon's force and its weight class. Adds tap sound scaling based on a weapon's weight class.
Removes boldness from item attack messages on non-human mobs. The attack is still bolded for the player
controlling the mob.
Adds a force check to blood spurts when attacking non-human mobs. If the weapon doesn't have a force, no blood will come out.
Adds adminhelp.ogg as the banhammer's hitsound with Cheridan's permission.
Adds a much needed period to the catatonic human examine message.
Makes the activation and deactivation sounds of toy swords, energy swords and energy shields quieter. What an earsore.
Makes description, item_state and name of matches that have burned out on their own consistent with those put out by the player. Changes match, cigarette and lighter attack verbs and forces based on whether they're lit or not.
Fixes a bug that allowed players to light cigarettes with burnt matches.
Names lit cigarettes and children of cigarettes lit [name].
Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated.
Changes the welder out of fuel message slightly to be less fragmented.
Removes dead air from most of the weapon sound effects used in this pull to make them more responsive. In other words, the fire extinguisher sound will play a lot sooner after you click than before. Equalised their peak volumes to all be -0.1dB and in an attempt to make altering volumes based on force more consistent.
Thank you @YotaXP for help with the item_attack.dm attack messages.
Thank you @optimumtact for help with code for testing item_attack volumes.
Thank you @Giacom for help with the code for scaling hitsound and tap sound volume by hitforce.
Thank you @Tastyfish for telling me why my proc wasn't working.
Thank you to anyone else on #coderbus who helped me who I've forgotten to mention.
Moved microwaves, biogenerators and R&D console to newer ui(not the nano
one)
One more deneric machine proc for unwrenching stuff
What didnt done: SMESes and hydro trays
Maybe all add them in the final update, maybe not, im not sure
More standart machinery procs
More sprites
Constructable mech rechargers
Over all tide up
Its not over yet folks, next are coming constructable kitchen machinery
and SMESes, update to newer uis, even more standartization and maybe
some more R&D content
Stay turned
Screwdriver to hook up hoses in between anchored trays. If the transfer
amount is over 30 it sets off the irrigation and the units are equally
shared between all the connected trays.
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.
Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.
If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object